#version 330 core
uniform sampler2D u_tex0;
layout (location = 0) out vec4 io_color;
void main()
{
vec2 q = gl_FragCoord.xy * 0.2;
ivec2 p = ivec2(int(q[0]), int(q[1]));
float value = texelFetch(u_tex0, p, 0).r;
value = (value - 0.99) * 100;
io_color = vec4(value, value, value, 1);
}